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Learning with Games and Simulations: Examples, Evidence and Supporting Technologies, Part 1
PROCEEDINGS

, Simon Fraser University, Canada ; , Télé-université / Centre d’expertise et de recherche sur l’apprentissage à vie (SAVIE), Canada ; , Institute for Research on Learning Technologies, York University, Canada ; , Dalhousie University, Canada

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Quebec City, Canada ISBN 978-1-880094-63-1 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA

Abstract

Computer-based games and simulations are widely regarded in the literature as promising learning technologies. However, integrating these activities into educational programs and evaluating their impact present many challenges in design, technological support, implementation, and evaluation. This symposium presents five projects that address aspects of these issues and show the impact of games and simulations on health-related learning in clinical, classroom and professional education settings. These include a multimedia Parcheesi game used to teach teenagers about sexually transmitted infections; a series of games for children managing chronic diseases including Inflammatory Bowel Syndrome; the COMPS environment for health professional education; a randomized field trial of games for student literacy skills; and the ENJEUX collaborative online play environment. All are part of the Canada-wide Simulation and Advanced Gaming Environments (SAGE) for Learning initiative.

Citation

Kaufman, D., Sauvé, L., Owston, R. & Watters, C. (2007). Learning with Games and Simulations: Examples, Evidence and Supporting Technologies, Part 1. In T. Bastiaens & S. Carliner (Eds.), Proceedings of E-Learn 2007--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 985-986). Quebec City, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved January 20, 2022 from .

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